A quick move that allows you to get away from the slow attack and exploit the opening by launching an attack Dark And Darker Gold?
The mechanics aren't too complex, however they all help in bringing depth to the melee combat and make melee encounters less about the quality of gear and more about the player's skill.
but then how are the devs supposed to know that we're in the market for these things if we don't express our need for them and explain why we're not happy with the current system?
Feedback from novice players is important (maybe not the end all be all to balance, but it still matters) if you want a lot of people to get into the game. Everyone is going to be new at some point and the ??????? more uncomfortable or difficult it is the less likely that people will see it through. If you're forced to play a game for a long time or develop a skill at one thing before you can become excellent, is it actually excellent? Does the answer to that one really matter if the huge majority of people will never get to that point?
Additionally, I don't know, but I believe most complaints stem from the reality that fighting most enemies feels like smacking them with a pool noodles as well as some random skin and bones dead man who blows often and spits out every five seconds is 10 times as healthy of a human living.
I have played the game for around 2 hours, some as a ranger, some as a rogue some of the other types, but mostly cleric. I was a solo goblin through every game buy Dark And Darker Gold, and was able to escape the dungeon a total of two times, mostly because I joined forces or formed peace with others (via ferocious teabagging) who did not want to try to kill one others.